Warding: Difference between revisions

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'''Warding''' is the combat resolution system that handles spells that directly assault the target's magical defenses, in contrast with [[bolt spell]]s that hurl physical objects using an [[attack roll]]. Many disease and poison effects also use this system.
Warding is a type of attack which utilizes the [[casting strength]] (CS) of the caster. The CS is compared against the target's [[target defense]], and then the [[CvA|cast versus armor (CvA)]] of the target's armor is factored in. Finally, a [[d100]] roll is made, and the total calculated. If the total (aka [[endroll]]), is greater than 100, the spell hits the target. Since CS does not depend on [[stance]], many warding spells can be cast safely from defensive (the act of casting any spell forces the caster into guarded). However some offensive CS spells benefit from being [[channel]]led.


== Factors ==
*This is a typical failure. The target succeeded in "warding off" the spell, thus the caster's magic has missed.
<div {{log}}>You gesture at a ghostly pooka.<br>CS: +141 - TD: +128 + CvA: +25 + d100: +60 == +98<br>Warded off!</div>


*[[Casting Strength]] (CS) is primarily determined by the caster's statistics, [[level]], and [[Spell Research]].
*This is what a typical success looks like. Note a success is when the target "failed" to ward the magic off, thus being affected.
*[[Target Defense]] (TD) is primarily determined by the target's statistics, level, and defensive magics.
<div {{log}}>You gesture at a ghostly pooka.<br>CS: +146 - TD: +123 + CvA: +25 + d100: +97 == +145<br>Warding failed!<br>... 30 points of damage!<br>Strike swipes cleanly through the abdomen, but seals up a moment later!<br>Cast Roundtime 3 Seconds.</div>
*[[Cast versus Armor]] (CvA) is determined by how well the target's armor generally protects against spells.
*[[d100]] is a random number from 1 to 100.

If the target is a player character, there may be additional modifiers based on [[race]]. For example, [[dwarves]] have an inherent +30 Elemental TD bonus.

If these factors add up to a number greater than 100, then the spell will affect the target. The difference between the result and 100 is known as the '''warding margin''', which typically determines the severity of the spell's effect.

Unlike attack rolls, a standard warding roll does not depend on the caster or target's [[stance]]. However, some warding spells can be enhanced using the [[CHANNEL]] mechanism, which applies a stance-based bonus to the warding margin.

== Messaging ==

This is what a typical success looks like. Note a success is when the target "failed" to ward the magic off, thus being affected.
<pre{{log2}}>
You gesture at a ghostly pooka.
CS: +146 - TD: +123 + CvA: +25 + d100: +97 == +145
Warding failed!
... 30 points of damage!
Strike swipes cleanly through the abdomen, but seals up a moment later!
Cast Roundtime 3 Seconds.
</pre>

This is a typical failure. The target succeeded in "warding off" the spell, thus the caster's magic has missed.
<pre{{log2}}>
You gesture at a ghostly pooka.
CS: +141 - TD: +128 + CvA: +25 + d100: +60 == +98
Warded off!
Cast Roundtime 3 Seconds.
</pre>

== Hidden warding rolls ==

Certain spells use a warding roll to resolve success, but the exact numbers are not shown to players. Examples include:
*[[Soul Ward (319)]]
*[[Mass Calm (619)]]
*[[Pestilence (716)]] (reactive effect)


[[Category:Basic Mechanics]]
[[Category:Basic Mechanics]]
[[category:Magic]]
[[Category:Magic]]

Revision as of 14:01, 3 September 2015

Warding is the combat resolution system that handles spells that directly assault the target's magical defenses, in contrast with bolt spells that hurl physical objects using an attack roll. Many disease and poison effects also use this system.

Factors

If the target is a player character, there may be additional modifiers based on race. For example, dwarves have an inherent +30 Elemental TD bonus.

If these factors add up to a number greater than 100, then the spell will affect the target. The difference between the result and 100 is known as the warding margin, which typically determines the severity of the spell's effect.

Unlike attack rolls, a standard warding roll does not depend on the caster or target's stance. However, some warding spells can be enhanced using the CHANNEL mechanism, which applies a stance-based bonus to the warding margin.

Messaging

This is what a typical success looks like. Note a success is when the target "failed" to ward the magic off, thus being affected.

You gesture at a ghostly pooka.
CS: +146 - TD: +123 + CvA: +25 + d100: +97 == +145
Warding failed!
... 30 points of damage!
Strike swipes cleanly through the abdomen, but seals up a moment later!
Cast Roundtime 3 Seconds.

This is a typical failure. The target succeeded in "warding off" the spell, thus the caster's magic has missed.

You gesture at a ghostly pooka.
CS: +141 - TD: +128 + CvA: +25 + d100: +60 == +98
Warded off!
Cast Roundtime 3 Seconds.

Hidden warding rolls

Certain spells use a warding roll to resolve success, but the exact numbers are not shown to players. Examples include: